Multitool

I'm thinking a pocket-sized, adaptive engineering kit combining physical tools, diagnostics, and a data interface - the sort of thing a mechanic on a starship always has in his pocket.
  • Smartblade: Ultra-hard mono-edge blade with micro-vibration cutting mode.
  • Micro-Pliers / Manipulator: Self-adjusting grip with torque feedback.
  • Nanite-Shifting Screwdriver Tip: Automatically morphs to match multiple fastener types.
  • Micro-Welder / Soldering Tip: Brief plasma arc for circuit repair or spot welding.
  • Diagnostic Probe: Checks continuity, voltage, signal strength, and material composition.
  • Data Jack: Adaptive wired interface for direct connection to compatible systems.
  • Inspection Light: Adjustable white/IR/UV beam for close work.
  • Sealant Injector: 2ml of polymer sealant for emergency hull or circuit fixes.
  • Telescopic Probe / Pick: Thin retractable arm for clearing debris or reaching recessed parts.
  • AR HUD Link: Projects diagnostics and repair overlays to visor or handcomp display.
  • Embedded Expert System (Mechanic 0 or Electronics 0): Built-in AI for guided diagnostics and basic advice.
  • Servo-Assisted Deployment: Smooth, silent opening of delicate or precision tool heads.
  • Manual Backup Tabs: Allows manual operation if power fails.
Links wirelessly to wrist computer and HUD
 
Solomani Army Knife


swiss_army_knife.jpg
 
I'm thinking a pocket-sized, adaptive engineering kit combining physical tools, diagnostics, and a data interface - the sort of thing a mechanic on a starship always has in his pocket.
I guess the question is what game effect would it have. I tend to assume that people have these sorts of things by default. That is what allows you to make skill checks at -2 "without" tools. I don't care what your mechanics skill is, you are not undoing the correctly torqued screw on that vent plate with your fingernails.
  • Smartblade: Ultra-hard mono-edge blade with micro-vibration cutting mode.
  • Micro-Pliers / Manipulator: Self-adjusting grip with torque feedback.
  • Nanite-Shifting Screwdriver Tip: Automatically morphs to match multiple fastener types.
  • Telescopic Probe / Pick: Thin retractable arm for clearing debris or reaching recessed parts.
These are the most useful tools, but often multitools like these these are diluted by the handle being uncomfortable due to having to accommodate all the other tools. These are just useful enough that you might use them instead of going to get the proper tool.
Cr25, 0.5kg, DM-1 to Routine Mechanics skill checks.

Whilst you could add the torch here it adds the requirement for power and generally I want my torch separate from the tool I am doing the work with. Cr10 would add it as an option.
  • Diagnostic Probe: Checks continuity, voltage, signal strength, and material composition.
  • Data Jack: Adaptive wired interface for direct connection to compatible systems.
  • Inspection Light: Adjustable white/IR/UV beam for close work.
  • AR HUD Link: Projects diagnostics and repair overlays to visor or handcomp display.
  • Embedded Expert System (Mechanic 0 or Electronics 0): Built-in AI for guided diagnostics and basic advice.
    Links wirelessly to wrist computer and HUD
These I can see as a separate tool that might have some utility for electronics repairs. combining them with the tools above though would be marring both. It would probably also have a miniaturised retro tech computer/1 as these can be dirt cheap. It would have a bare bones operating system and whilst it might be capable of running Bandwidth 1 software it would mostly be used for short user-written code routines to inject and extract data for diagnostic purposes.
Cr50*, 0.1 kg, DM-1 to Routine Electronics work, rechargeable cell good for days of use.
* Cost does not include software.

An expert system, whilst possible would drive the cost above what I'd be willing to pay for what will usually be the wrong tool for the job. Adding in the interface drives up the cost of the computer as it either needs to be dedicated or higher spec.

I'd prefer my expert systems to be in a separate computer system that would enable me to add peripherals and other software as necessary.
  • Sealant Injector: 2ml of polymer sealant for emergency hull or circuit fixes.
  • Micro-Welder / Soldering Tip: Brief plasma arc for circuit repair or spot welding.
  • Servo-Assisted Deployment: Smooth, silent opening of delicate or precision tool heads.
  • Manual Backup Tabs: Allows manual operation if power fails.
These read like one of those things that sound good on Amazon, but when you get it you realise that it isn't actually quite good enough to do any of the tasks it purports to do and would actually make the situation worse (by either generating a false sense of security or actually resulting in a bodge that doesn't work and makes doing a proper job more difficult).

The Micro-Welder is already covered by the Tool Laser CSC p130.
2ml of sealant isn't going to be useful for anything and refilling it will be an issue. Multi-tools seldom include consumables for this reason.
I am not sure if manual operation of systems that require power is credible in a pocket sized tool.
Not actually sure what servo-assisted deployment is so I am going to include it in this section as it reads like an Aliexpress description and that is seldom good :)

JTAS 5 lists a multitool issued to the ISS but states its chief use is getting into equipment lockers to get the real tools (which matches my opinion of multi-tools).
 
I'd go with "Darrian Army Knife". They're more space Switzerland, and there's the reputation for excellence in technology.
 
Corkscrew that can even somehow manage those dry, flakey corks that always end up dropping bits of wood into your wine. How it does that, I have no idea, or I'd already have invented it and become rich.
 
I guess the question is what game effect would it have. I tend to assume that people have these sorts of things by default. That is what allows you to make skill checks at -2 "without" tools. I don't care what your mechanics skill is, you are not undoing the correctly torqued screw on that vent plate with your fingernails.

These are the most useful tools, but often multitools like these these are diluted by the handle being uncomfortable due to having to accommodate all the other tools. These are just useful enough that you might use them instead of going to get the proper tool.
Cr25, 0.5kg, DM-1 to Routine Mechanics skill checks.

Whilst you could add the torch here it adds the requirement for power and generally I want my torch separate from the tool I am doing the work with. Cr10 would add it as an option.

These I can see as a separate tool that might have some utility for electronics repairs. combining them with the tools above though would be marring both. It would probably also have a miniaturised retro tech computer/1 as these can be dirt cheap. It would have a bare bones operating system and whilst it might be capable of running Bandwidth 1 software it would mostly be used for short user-written code routines to inject and extract data for diagnostic purposes.
Cr50*, 0.1 kg, DM-1 to Routine Electronics work, rechargeable cell good for days of use.
* Cost does not include software.

An expert system, whilst possible would drive the cost above what I'd be willing to pay for what will usually be the wrong tool for the job. Adding in the interface drives up the cost of the computer as it either needs to be dedicated or higher spec.

I'd prefer my expert systems to be in a separate computer system that would enable me to add peripherals and other software as necessary.

These read like one of those things that sound good on Amazon, but when you get it you realise that it isn't actually quite good enough to do any of the tasks it purports to do and would actually make the situation worse (by either generating a false sense of security or actually resulting in a bodge that doesn't work and makes doing a proper job more difficult).

The Micro-Welder is already covered by the Tool Laser CSC p130.
2ml of sealant isn't going to be useful for anything and refilling it will be an issue. Multi-tools seldom include consumables for this reason.
I am not sure if manual operation of systems that require power is credible in a pocket sized tool.
Not actually sure what servo-assisted deployment is so I am going to include it in this section as it reads like an Aliexpress description and that is seldom good :)

JTAS 5 lists a multitool issued to the ISS but states its chief use is getting into equipment lockers to get the real tools (which matches my opinion of multi-tools).
Why would you have a negative DM for using the multitool compared with using nothing?
 
JTAS 5 lists a multitool issued to the ISS but states its chief use is getting into equipment lockers to get the real tools (which matches my opinion of multi-tools).
I'm looking at JTAS 5 and Isee some IISS field gear but not a multitoool...

Edit: I see it now. I was looking for a stat block but it's just fluff text on p105
An emergency kit is also available containing gloves and a collapsible bubble helmet as well as a one hour air bottle, a small hand-held lamp and a multitool suitable mainly for quickly getting into the emergency equipment lockers. The E-kit costs an additional Cr25;
 
Honestly, a multitool seems to me be one of those things an appropriate character can be allowed to have if a need arises. Anyone with JoT, Mechanic or Engineering, or a suitable background like Scout or Citizen (Colonist), even if they somehow avoided those skills. Also most tool kits would have something that would count (the mechanical toolkit probably has an actual multitool).

As you say, "something that every starship mechanic has in their pocket".

Ship's locker it. We don't usually track character's dinner cutlery or worry about what actual tools they carry around. IMHO defining exactly what a multitool can do is counter-productive for a device that's there to be used for simple, unexpected jobs.

As far as game effects go, I'd go with a multitool allowing you to avoid negative penalties for lacking tools, but offering no actual bonuses.
 
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Honestly, a multitool seems to me be one of those things an appropriate character can be allowed to have if a need arises. Anyone with JoT, Mechanic or Engineering, or a suitable background like Scout or Citizen (Colonist), even if they somehow avoided those skills. Also most tool kits would have something that would count (the mechanical toolkit probably has an actual multitool).

As you say, "something that every starship mechanic has in their pocket".

Ship's locker it. We don't usually track character's dinner cutlery or worry about what actual tools they carry around. IMHO defining exactly what a multitool can do is counter-productive for a device that's there to be used for simple, unexpected jobs.

As far as game effects go, I'd go with a multitool allowing you to avoid negative penalties for lacking tools, but offering no actual bonuses.
I feel like I'm always asking our Referee (who is new to Traveller) for things like this :) . I think I'd like to go him with with something about cost, weight and in-game capabilities.
I like swordtart's suggestions above.
 
I think I am settling on this (it's effectively the current Leatherman ARC but with better materials). Thanks to all who chipped in, particularly swordtart
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Mechanic's Pocket Multitool
TL-11 • Cr 300 • 0.3kg

This folding multitool can be used in place of any of the small, non-specialist hand tools from a Mechanic’s Toolkit, though at a small penalty. Compact enough for a belt or a pocket on overalls or a vacc-suit, it is fully mechanical and requires no maintenance.

All components are machined from high-strength alloys that resist corrosion, vacuum cold-welding, and extreme temperatures. The tension-balanced pivots remain smooth and tight indefinitely, and every implement can be deployed and used one-handed.

The multitool includes fine pliers, screwdrivers, small adaptive drivers, cutters, and other essentials for emergency mechanical work. While it cannot fully replace a proper toolkit, it performs most routine adjustments and minor repairs reliably in the field, albeit possibly taking a little longer.

Tools:

Knife blade (*) • Needlenose and regular pliers • Replaceable wire and hard-wire cutters • Large & small bit drivers • Small and medium adaptive drivers (+) • Wood/metal files (for materials to TL 11) • Pry tool • Hardpoint impact tip • Bottle & can openers • Awl • Spring-action scissors • Saw • Wire stripper • Electrical crimper

(*) Knife blade can be removed for high-security environments.
(+) Includes two adaptive drivers (small and medium) using a micro-segmented alloy matrix that conforms to hex, torx, spline, or similar fastener heads for full, non-slip contact, in both internal and external contact modes (ie, socket or driver).

Includes belt clip, quick-release lanyard point, and surface magnet for temporary attachment.

Game Effects:
  • Use as Mechanic’s Toolkit (small, non-specialist tools only): –1 DM to Mechanic checks compared with a full toolkit
  • Functions without power; usable in any environment or vacuum
  • Compact and maintenance-free
  • Knife blade may be used as a small dagger (1D damage)
 
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